(2022年4月13日 (三) 09:39 Kami-sama) |
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'''{{ruby|太空生命体|Spaceborne aliens}}'''是太空生命的一种形式,很可能是新的太空旅行者将遇到的第一个外星人。每一个高于尉官的难度等级都会增加星神兽和掠夺者帝国的力量,每一个难度等级的确切提升数据都会有所不同。其他太空生命体不受难度影响。 | |||
== | == 太空生物 == | ||
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[[File:Space Amoeba.png|thumb|320px| | [[File:Space Amoeba.png|thumb|320px| 人族科研船遇到一只和平的太空变形虫母]] | ||
Space creatures | {{ruby|太空生物|Space creatures}}是一种实体,在通常语境下不应被归类为舰船或生命。它们通常居住在空间的某个区域,很少在远离它的地方被看到。第一次接触完成后,将在情报日志中添加一个特殊项目,该项目完成后,将允许帝国以三种方式处理它们: | ||
* ''' | *''' 研究''' :解锁一个特殊项目以进行详细研究,将允许在一个帝国修正和可能获得的生物科技之间进行选择。 | ||
* ''' | *''' 狩猎''' :将对该类型的太空生物给予{{green|+33%}} 伤害加成帝国修正,并在杀死它们时给予资源奖励。如果这些生物不能被安抚,那么所有帝国都可以使用该选项,否则它只适用于{{icon|Fanatic Militarist}}{{icon|Militarist}} 军国主义、{{icon|Fanatic Xenophobe}}{{icon|Xenophobe}} 排外主义和{{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} 种族灭绝帝国。 | ||
* ''' | *''' 安抚''' :将开启一个特殊项目,该项目花费5000{{iconify|Physics}} 点数,并允许帝国将太空生物转变为非敌对状态,并开启研究生物使用的所有特殊组件的能力。5种太空生物中只有2种可以被安抚。此选项适用于{{icon|Fanatic Pacifist}}{{icon|Pacifist}} 和平主义或 {{icon|Fanatic Xenophile}}{{icon|Xenophile}} 亲外主义帝国。如果[[星海共同体]]形成,通过“太空变形虫保护法案”决议,可以向所有成员提供太空变形虫安抚调节剂。 | ||
如果被杀死,太空生物将在其母星系中缓慢重生。 | |||
{| class="mildtable plainlist" | {| class="mildtable plainlist" |
2022年7月13日 (三) 11:11的版本
太空生物
太空生物 是一种实体,在通常语境下不应被归类为舰船或生命。它们通常居住在空间的某个区域,很少在远离它的地方被看到。第一次接触完成后,将在情报日志中添加一个特殊项目,该项目完成后,将允许帝国以三种方式处理它们:
- 研究:解锁一个特殊项目以进行详细研究,将允许在一个帝国修正和可能获得的生物科技之间进行选择。
- 狩猎:将对该类型的太空生物给予 +33%伤害加成帝国修正,并在杀死它们时给予资源奖励。如果这些生物不能被安抚,那么所有帝国都可以使用该选项,否则它只适用于
军国主义、
排外主义和
种族灭绝帝国。
- 安抚:将开启一个特殊项目,该项目花费5000
物理学研究 点数,并允许帝国将太空生物转变为非敌对状态,并开启研究生物使用的所有特殊组件的能力。5种太空生物中只有2种可以被安抚。此选项适用于和平主义或
亲外主义帝国。如果星海共同体形成,通过“太空变形虫保护法案”决议,可以向所有成员提供太空变形虫安抚调节剂。
如果被杀死,太空生物将在其母星系中缓慢重生。
Space Creatures | Research option bonuses | Hunting | Pacifying | Type | Home System | Tactics | |||||||||
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Ancient Mining Drones | Cost: 2000 ![]() ![]() |
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Can expand | Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants 4000 ![]() ![]() ![]() ![]() |
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Crystalline Entities | Cost: 2000 ![]() ![]() OR ![]() |
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Can expand | Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it. |
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Space Amoeba | Cost: 2000 ![]() ![]() OR ![]() |
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Migratory | Always called Amor Alveo, its various celestial body deposits produce in total 8 ![]() ![]() ![]() ![]() ![]() ![]() |
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Void Clouds | Cost: 2000 ![]() ![]() |
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Stationary | Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 ![]() ![]() |
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Tiyanki Space Whales | ![]() |
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Passive unless attacked | Migratory | Always called Tiyana Vek, it contains 4 Gas Giants. Each one has a deposit of 6 ![]() ![]() |
Tiyanki fleets can consist of Cows, Bulls, Calves and Hatchlings. Regenerative Hull Tissue can be salvaged.
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VLUUR
VLUUR is a powerful migrating Void Cloud that has around 32K Fleet Power and is armed with 8 Cloud Lighting weapons. For as long as VLUUR is in a system it will cause a storm that causes -50%
VLUUR relies heavily on his shields for his survival, if VLUUR enters a pulsar system or any other shield nullification system, he will become very vulnerable and can be quickly taken down with ease.
VLUUR is not hostile but can be attacked. It has powerful shields and high Evasion, but low hull, and can be defeated deceptively easily with missile weapons. Defeating VLUUR grants 100
Total stats | Armaments | Utilities | Core components |
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Bemat Thalassocracy
The Bemat Thalassocracy is a hostile fleet that can appear after the end-game year is reached. It will appear in a system owned by an empire that produces at least 180 Trade Value. The fleet is made up of the following ships:
40 corvettes | 35 destroyers | 34 cruisers |
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Nomads
- Nomads are replaced by Caravaneers if the
寰宇企业 DLC is enabled.
The Nomads, or Namarians as they call themselves, are a passive millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will help establish communications between any encountered empires that did not discover each other yet. They travel from system to system and their stay in the galaxy is temporary and will eventually set sail for another one. Events related to them can take place during their stay.
The date when and if the Nomads arrive is rolled at game start, with the following chances:
- 20% chance to appear after 20 years ± 500 days
- 25% chance to appear after 40 years ± 500 days
- 25% chance to appear after 55 years ± 500 days
- 30% chance to never appear
When their time is due they will spawn in a random Rim System that has no ship in it and that no empire has an intel level better than low. Upon appearing, they will decide the midpoint and endpoint of their journey. On their journey Nomads will perform an action when entering a system. Those actions depends on if the system has an owner and what the relationship with the owner is.
If the system is owned by an empire that has neither contact nor is hostile to them, they will start orbiting a random planet in the system until contact is established. The player is not capable of deciphering their communications but contact will always be established by them after 100 days. After contact is established they will send the owner a request. If they enter another system owned by the same empire they will roll for a request again. Each interaction has the following chances:
- 30% - Ask to leave some pops on an owned planet within your borders
- 30% - Ask for a planet to settle on, forming a new empire
- 30% - Sell 5 or 15 Cruisers
- 10% - Move on with no request
If the system has no owner, and neither hostile, mid- or endpoint of their journey, they will perform a peaceful action with the following chances:
- 10% - Build new Ships
- x10 if under 3k Fleet Power
- x5 if under 5k Fleet Power
- x0 if over 10k or has the have the ship building lockout
- 80% - Pick a random planet and wait in orbit for 30–50 days. Afterwards, they have a 25% chance to move on and 75% chance to pick another planet in the system to repeat it
- x0 if less than 1.5k Fleet Power
- 10% - Move on without doing anything
While the Nomads are inherently peaceful, a fight can be picked in order to get access to their technology. Nomads are easy prey but their technology is just average by midgame, making this rarely useful. The nomad fleet consists of the following:
20 Protectors | 3 Ark Ships |
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Enclaves
Enclaves are neutral NPC spawned factions. They do not own any planets, but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. There are 3 types of enclaves: Artisans, Curators, and Traders. Each of them has two or three basic interactions, and one or two restricted interactions that can only be used after an Opinion of at least 50 is reached.
Their maximum Opinion is 100, and an empire builds opinion with them by using their services or having starbases in their systems. +1 opinion is gained each year. This is not cumulative when owning multiple systems with the same enclave. The enclave Opinion is tracked wholly via the trust mechanic, and no other Diplomacy bonuses or penalties apply.
The primary resource for interacting with enclaves is energy. Most actions are repeatable, but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds:
Pops | ![]() |
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0-60 | 1000 |
61-120 | 2000 |
121-180 | 3000 |
181-240 | 4000 |
241+ | 5000 |
During the renewal request after a modifier runs out, the player will be able to renew the deal for a sum of
Enclave | Option | Effect | Requirements | DLC |
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Curators![]() |
Research aid | ![]() |
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Mysteries of the Universe - not known | ![]() | |||
Mysteries of the Universe - how to defeat |
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L-Gates | ![]() ![]() | |||
Establish Think Tank | Allow the construction of ![]() ![]() ![]() |
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Recruit scientist | Gain a level 5 ![]() ![]() |
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Buy Intelligence | ![]() ![]() | |||
Infinity mystery | Gain 1000-10000 ![]() |
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Artisan Troupe![]() |
Become patron | Gain the Patron of the Arts modifier for 10 years ( +10% ![]() |
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Commission art piece | ![]() ![]() | |||
Found Art College | Allow the construction of ![]() ![]() ![]() |
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Organize festival |
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Traders![]() |
Strategic Resource deal | Provides a unit of a rare resource for 10 years. The resource amount can be scaled up to 5 times. The higher the volume, the faster ![]() |
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Seek expertise | Gain an immortal level 5 ![]() ![]() |
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- Curator strength opinion
Curator enclaves can be asked how the player's fleets would fare against Guardians. Depending on the total fleet power they will give one of the following replies:
- Below 5k: Poorly. Very poorly. Wait a second, you're not actually thinking of...? My goodness, with the ships you have? It... it would be a slaughter!
- Between 5k and 15k: I would strongly advise against it. Your attacks would likely be more of an annoyance than a threat.
- Between 15k and 30k: Hmmm... yes... yes, I suppose you might actually stand a chance. If you combined your entire fleet... it would not be an easy victory, mind you, but one that is at least within the realm of possibility.
- Over 30k: Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.
Note that their advice is inaccurate on the highest difficulties, which require an even stronger fleet.
Attacking enclaves
While enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 7k fleet power and highest level weapons they are no easy prey. Various rewards can be salvaged from their remnants, depending on the type of enclave destroyed.
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Loadout | |||
Reward | |||
AI Opinion change | -15 | 0 | -15 |
Enclave stations do not drop debris for salvage. Attacking a curator or artisan enclave will make every enclave station of the same type unavailable for trade.
Crystalline Empire
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只可用于 Federations DLC 已启用。 |
If playing with the
Genocidal and did not attack them can offer to help them every 20 years to receive one of the following:
- 1 use of the
Settle Crystalline Refugees decision on a
轨道居住站 for 10 years (10影响力 for 5Pops)
- 1 use the the
Crystalline Construction decision on a
轨道居住站 for 10 years (10影响力 for +8住房 and -10%建筑花费 ) - A level 7
科学家
Destroying the Crystalline Empire enclave grants no rewards.
Enigmatic Cache
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只可用于 Distant Stars DLC 已启用。 |
The Enigmatic Cache, or BALDOR as it calls itself, is a tubular entity that will emerge from any Gateway or L-Gate once the mid-game year is reached if any player empire is at peace and set course for the nearest empire that is not at war. Upon taking damage to its hull it will instantly teleport away to the closest system with a Gateway or L-Gate.
Once the Enigmatic Cache enters an empire's borders it will start orbiting each one of the empire's colonies for a decade. As long as it orbits a colony it gives it a +30%
Engineering research and finishing it refunds 90-250
Engineering research and grants an L-Gate insight. Once all colonies have been scanned the Enigmatic Cache will set course for the nearest empire and repeat the process.
Enigmatic Uplifting
After all colonies in the galaxy have been scanned, the Enigmatic Cache will go to the capital of a biological empire that did not attack it and request to uplift the main species via a special project that takes 2 years. In multiplayer the human player with the lowest
Enigmatic Dreams
If main species doesn't have intelligent or quick learners, 60 to 80 days into the project there's a 50% chance to be given the choice between aborted the uplift or inflicting the Fatigued modifier ( -30% resources from jobs) on 60 random non-robotic main species pops that have one of the following jobs:
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The modifier lasts until the uplift process is completed or aborted.
Alert
130 to 170 days into the project the empire will be notified that the Enigmatic Cache is deteriorating. 4 random non-robotic main species pops (with the same job restrictions as Enigmatic Dreams) gain the Vegetable modifier ( -80% resources from jobs) until the uplift is completed or aborted, and the player is offered the following options:
- Abort the uplift, causing the Enigmatic Cache to teleport away and never return.
- Ignore it. Once the project is complete, the 4 pops with the Vegetable modifier gain the
未受提升 trait ( −60%研究 ), all other non-robotic main species pops gain the略受提升 trait ( +10%研究 ), and all of them will gain the PTSD modifier ( −20%幸福度 ) for 10 years. The Enigmatic Cache will remain in orbit above the capital and permanently give its研究 Output modifier. - Issue a special project to repair the Enigmatic Cache with a construction ship. Once the uplift is complete, if the repair project was finished the main species will gain the
受提升 trait ( +10%研究人员 output and +25%领袖经验获得 ) and lose the愚笨 trait. The Enigmatic Cache will also remain in orbit above the capital and permanently give its研究 Output modifier. If any pops from the main species didn't have the聪慧 or聪颖 trait, there's a 75% chance they gain the Ignorance is Bliss modifier ( −10%幸福度 ) for 10 years.
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.
治理 | 帝国 • 思潮 • 政府 • 国民理念 • 政策 • 法令 • 领袖 • 派系 • 人口 • 物种权利 • 经济 • 科技 • 传统 • 犯罪率 |
探索 | 探索 • 地图 • 物种 • 异常现象 • 事件 • FTL • 失落帝国 • 前超光速物种 • 先驱者 • 太空生命体 |
殖民 | 殖民 • 天体 • 行星特征 • 行星管理 • 区划 • 建筑 • 舰船 • 恒星基地 • 巨型结构 |
外交 | 外交 • 贸易 • 附属国 • 联邦 • 星海共同体 • AI 性格 • 情报 |
战争 | 战争 • 太空战 • 地面战 • 舰船设计器 |
其它 | 特质 • 环境改造 • 种群修饰 • 奴役 • 危机 • 预设帝国 • AI 玩家 • 彩蛋 |